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Pichao Wang; Wanqing Li; Philip Ogunbona; Jun Wan; Sergio Escalera |
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Title |
RGB-D-based Human Motion Recognition with Deep Learning: A Survey |
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Journal Article |
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2018 |
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Computer Vision and Image Understanding |
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CVIU |
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171 |
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118-139 |
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Human motion recognition; RGB-D data; Deep learning; Survey |
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Human motion recognition is one of the most important branches of human-centered research activities. In recent years, motion recognition based on RGB-D data has attracted much attention. Along with the development in artificial intelligence, deep learning techniques have gained remarkable success in computer vision. In particular, convolutional neural networks (CNN) have achieved great success for image-based tasks, and recurrent neural networks (RNN) are renowned for sequence-based problems. Specifically, deep learning methods based on the CNN and RNN architectures have been adopted for motion recognition using RGB-D data. In this paper, a detailed overview of recent advances in RGB-D-based motion recognition is presented. The reviewed methods are broadly categorized into four groups, depending on the modality adopted for recognition: RGB-based, depth-based, skeleton-based and RGB+D-based. As a survey focused on the application of deep learning to RGB-D-based motion recognition, we explicitly discuss the advantages and limitations of existing techniques. Particularly, we highlighted the methods of encoding spatial-temporal-structural information inherent in video sequence, and discuss potential directions for future research. |
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HUPBA; no proj |
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no |
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Admin @ si @ WLO2018 |
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3123 |
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Pierluigi Casale; Oriol Pujol; Petia Radeva |
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Title |
Personalization and User Verification in Wearable Systems using Biometric Walking Patterns |
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Journal Article |
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2012 |
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Personal and Ubiquitous Computing |
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PUC |
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16 |
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5 |
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563-580 |
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In this article, a novel technique for user’s authentication and verification using gait as a biometric unobtrusive pattern is proposed. The method is based on a two stages pipeline. First, a general activity recognition classifier is personalized for an specific user using a small sample of her/his walking pattern. As a result, the system is much more selective with respect to the new walking pattern. A second stage verifies whether the user is an authorized one or not. This stage is defined as a one-class classification problem. In order to solve this problem, a four-layer architecture is built around the geometric concept of convex hull. This architecture allows to improve robustness to outliers, modeling non-convex shapes, and to take into account temporal coherence information. Two different scenarios are proposed as validation with two different wearable systems. First, a custom high-performance wearable system is built and used in a free environment. A second dataset is acquired from an Android-based commercial device in a ‘wild’ scenario with rough terrains, adversarial conditions, crowded places and obstacles. Results on both systems and datasets are very promising, reducing the verification error rates by an order of magnitude with respect to the state-of-the-art technologies. |
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Springer-Verlag |
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1617-4909 |
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MILAB;HuPBA |
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no |
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Admin @ si @ CPR2012 |
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1706 |
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Raquel Justo; Leila Ben Letaifa; Cristina Palmero; Eduardo Gonzalez-Fraile; Anna Torp Johansen; Alain Vazquez; Gennaro Cordasco; Stephan Schlogl; Begoña Fernandez-Ruanova; Micaela Silva; Sergio Escalera; Mikel de Velasco; Joffre Tenorio-Laranga; Anna Esposito; Maria Korsnes; M. Ines Torres |
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Analysis of the Interaction between Elderly People and a Simulated Virtual Coach, Journal of Ambient Intelligence and Humanized Computing |
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Journal Article |
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2020 |
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Journal of Ambient Intelligence and Humanized Computing |
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AIHC |
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11 |
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12 |
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6125-6140 |
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The EMPATHIC project develops and validates new interaction paradigms for personalized virtual coaches (VC) to promote healthy and independent aging. To this end, the work presented in this paper is aimed to analyze the interaction between the EMPATHIC-VC and the users. One of the goals of the project is to ensure an end-user driven design, involving senior users from the beginning and during each phase of the project. Thus, the paper focuses on some sessions where the seniors carried out interactions with a Wizard of Oz driven, simulated system. A coaching strategy based on the GROW model was used throughout these sessions so as to guide interactions and engage the elderly with the goals of the project. In this interaction framework, both the human and the system behavior were analyzed. The way the wizard implements the GROW coaching strategy is a key aspect of the system behavior during the interaction. The language used by the virtual agent as well as his or her physical aspect are also important cues that were analyzed. Regarding the user behavior, the vocal communication provides information about the speaker’s emotional status, that is closely related to human behavior and which can be extracted from the speech and language analysis. In the same way, the analysis of the facial expression, gazes and gestures can provide information on the non verbal human communication even when the user is not talking. In addition, in order to engage senior users, their preferences and likes had to be considered. To this end, the effect of the VC on the users was gathered by means of direct questionnaires. These analyses have shown a positive and calm behavior of users when interacting with the simulated virtual coach as well as some difficulties of the system to develop the proposed coaching strategy. |
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HuPBA; no proj |
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no |
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Admin @ si @ JLP2020 |
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3443 |
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Razieh Rastgoo; Kourosh Kiani; Sergio Escalera |
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Title |
Multi-Modal Deep Hand Sign Language Recognition in Still Images Using Restricted Boltzmann Machine |
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Journal Article |
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2018 |
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Entropy |
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ENTROPY |
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20 |
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11 |
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809 |
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hand sign language; deep learning; restricted Boltzmann machine (RBM); multi-modal; profoundly deaf; noisy image |
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In this paper, a deep learning approach, Restricted Boltzmann Machine (RBM), is used to perform automatic hand sign language recognition from visual data. We evaluate how RBM, as a deep generative model, is capable of generating the distribution of the input data for an enhanced recognition of unseen data. Two modalities, RGB and Depth, are considered in the model input in three forms: original image, cropped image, and noisy cropped image. Five crops of the input image are used and the hand of these cropped images are detected using Convolutional Neural Network (CNN). After that, three types of the detected hand images are generated for each modality and input to RBMs. The outputs of the RBMs for two modalities are fused in another RBM in order to recognize the output sign label of the input image. The proposed multi-modal model is trained on all and part of the American alphabet and digits of four publicly available datasets. We also evaluate the robustness of the proposal against noise. Experimental results show that the proposed multi-modal model, using crops and the RBM fusing methodology, achieves state-of-the-art results on Massey University Gesture Dataset 2012, American Sign Language (ASL). and Fingerspelling Dataset from the University of Surrey’s Center for Vision, Speech and Signal Processing, NYU, and ASL Fingerspelling A datasets. |
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HUPBA; no proj |
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no |
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Admin @ si @ RKE2018 |
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3198 |
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Author |
Razieh Rastgoo; Kourosh Kiani; Sergio Escalera |
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Title |
Hand sign language recognition using multi-view hand skeleton |
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Journal Article |
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Year |
2020 |
Publication |
Expert Systems With Applications |
Abbreviated Journal |
ESWA |
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150 |
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113336 |
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Multi-view hand skeleton; Hand sign language recognition; 3DCNN; Hand pose estimation; RGB video; Hand action recognition |
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Hand sign language recognition from video is a challenging research area in computer vision, which performance is affected by hand occlusion, fast hand movement, illumination changes, or background complexity, just to mention a few. In recent years, deep learning approaches have achieved state-of-the-art results in the field, though previous challenges are not completely solved. In this work, we propose a novel deep learning-based pipeline architecture for efficient automatic hand sign language recognition using Single Shot Detector (SSD), 2D Convolutional Neural Network (2DCNN), 3D Convolutional Neural Network (3DCNN), and Long Short-Term Memory (LSTM) from RGB input videos. We use a CNN-based model which estimates the 3D hand keypoints from 2D input frames. After that, we connect these estimated keypoints to build the hand skeleton by using midpoint algorithm. In order to obtain a more discriminative representation of hands, we project 3D hand skeleton into three views surface images. We further employ the heatmap image of detected keypoints as input for refinement in a stacked fashion. We apply 3DCNNs on the stacked features of hand, including pixel level, multi-view hand skeleton, and heatmap features, to extract discriminant local spatio-temporal features from these stacked inputs. The outputs of the 3DCNNs are fused and fed to a LSTM to model long-term dynamics of hand sign gestures. Analyzing 2DCNN vs. 3DCNN using different number of stacked inputs into the network, we demonstrate that 3DCNN better capture spatio-temporal dynamics of hands. To the best of our knowledge, this is the first time that this multi-modal and multi-view set of hand skeleton features are applied for hand sign language recognition. Furthermore, we present a new large-scale hand sign language dataset, namely RKS-PERSIANSIGN, including 10′000 RGB videos of 100 Persian sign words. Evaluation results of the proposed model on three datasets, NYU, First-Person, and RKS-PERSIANSIGN, indicate that our model outperforms state-of-the-art models in hand sign language recognition, hand pose estimation, and hand action recognition. |
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HuPBA; no proj |
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no |
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Admin @ si @ RKE2020a |
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3411 |
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